Cheiton

Dorn Desslach's page

463 posts. Alias of Javell DeLeon.


About Dorn Desslach

Dorn:

Dorn Desslach
Male Dwarf Hunter (Divine Hunter) 4
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 13, flat-footed 16 (+3 armor, +2 shield, +3 Dex)
hp 43 (1d8+5+6+4+16con+4fc)
Fort +8 (+4base/+4con)
Ref +8 (+4base/+3dex/1trait)
Will +3 (+1base/+2wis)
+2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dwarven maulaxe +6 (1d6+3/×3) or
. . warhammer +6 (1d8+3/×3)
. . Mwk warhammer +7 (1d8+3/×3)
Ranged composite longbow +6 (1d8+1/×3)
Hunter (Divine Hunter) Spells Known (CL 4th; concentration +6; vs SR +4)
. . Lvl2nd: 2/2 (2/day)— Ironskin, Spider Climb, Summon Nature's Ally II
. . Lvl1st: 5/5 (4/day)—Acid maw, calm animals(D), feather step, lead blades, longstrider, summon nature's ally I
. . Lvl0: 6/6 (at will)— Create water, detect magic, purify food and drink (DC 12), read magic, resistance, stabilize
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Statistics
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Str 16, Dex 16, Con 17/18(+1@4th), Int 10, Wis 14, Cha 13
Base Atk +3; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Evolved Companion: Skilled: Fly; Outflank(Bonus); 3rd: Evolved Companion: Improved damage(Bite)
Traits Blooded, Roll with it
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Skills +24 rnks
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Acrobatics +3
Climb +7: (+1rnk/+3str/+3cs)
Craft (armor) +6: (+1rnk/+0int/+3cs/+2mwk tools)
Craft (leather) +6: (+1rnk/+0int/+3cs/+2mwk tools)
Handle Animal +8: (+4rnk/+1chr/+3cs) (+4 bonus on Animal Companion)
Heal +2
Knowledge: Geography +4: (+1rnk/+0int/+3cs)
Knowledge: Nature +4: (+1rnk/+0int/+3cs)
Linguistics +3 (+3rnk/+0int)
Perception +9: (+4rnk/+2wis/+3cs)
Sense Motive +2
Stealth +9: (+3rnk/+3dex/+3cs)
Survival +9: (+4rnk/+2wis/+3cs) (+2 to track; +2 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather; +2 to track vs. humanoids of the Giant subtype)
Swim +7 (+1rnk/+3str/+3cs)
Racial Modifiers lorekeeper
Languages Common, Dwarven, Giant, Gnome, Orc
SQ animal companion (roc named Skyreaver), animal focus (3 minutes/day), giant hunter, nature training, rock stepper, track +2, wild empathy +5
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Combat Gear
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Mwk studded leather
Arrows (x60)
Composite longbow (+1 Str),
Darkwood heavy wooden shield
Dwarven maulaxe
Warhammer
Mwk warhammer
Hammer(?)
Heavyload belt
Potion of Cure light wounds (x0)
Scroll of barkskin
+1 Shield cloak

Other Gear Artisan's tools(leather), Mwk artisan's tools(armor), basic maps (major landmarks only), carnivore feed (per day) (x3), crowbar, flint and steel, knife, utility (0.5 lb), masterwork backpack, mess kit, smoked goggles, waterskin (x2), 5 gp

+2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, its wielder can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates); this effect lasts for 20 minutes. Whenever the wielder confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person; this effect also lasts for 20 minutes.

tangleburn bag
alchemist's fire x2
antitoxin x2
thunderstone
potion of vanish x2
bag of alchemically treated coals
vials of holy water x2

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Special Abilities
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Animal Companion (animal companion (roc named Skyreaver)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Hunter (Divine Hunter) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
...(Outflank) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Hunter (Divine Hunter):

Domain (Animal): Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Domain Spells: 1st—calm animals

Dice:

[dice=Mwk Warhammer w/LB]1d20+7[/dice]
[dice=Damage]2d6+4[/dice]

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[dice=Mwk Warhammer]1d20+7[/dice]
[dice=Damage]1d8+3[/dice]

[dice=Dwarven maulaxe]1d20+6[/dice]
[dice=Damage]1d6+3[/dice]

[dice=Comp Longbow(+1 str)]1d20+6[/dice]
[dice=Damage]1d8+1[/dice]

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[dice=Fort]1d20+8[/dice]
[dice=Ref]1d20+8[/dice]
[dice=Will]1d20+3[/dice]
[dice=Acrobatics]1d20+3[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Craft (armor)]1d20+6[/dice]
[dice=Craft (leather)]1d20+6[/dice]
[dice=Handle Animal]1d20+5[/dice]
[dice=Heal]1d20+2[/dice]
[dice=Knowledge: Geography]1d20+4[/dice]
[dice=Knowledge: Nature]1d20+4[/dice]
[dice=Linguistics]1d20+3[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Stealth]1d20+9[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Swim]1d20+3[/dice]

Background:
Looking upon the horizon, Dorn sits and watches the sun peek out. He always likes to watch the sun rise. To him, the sunrise was cool. "Look at it. Isn't is grand, my friend? Stings the eyes a bit from lookin' at it too long but that doesn't make it any less grand. Oh wait! I almost forgot." He lowers his goggles to help block out the blinding of the sun. "There. That's better. Now... as I was sayin," he stops, looking around. Pushing his goggles back to the top of his head, "Now where did ya go ya bloody beast?" he asks himself, grinning. "I know you're out there!" he yells, waiting a long moment for a response. Shrugging, "Probably gettin' somethin' to eat, he is. Always thinkin' with his gut. Can't says I blame him. I like food meself. It's quite good. Well, the good food is. Not so much the bad food. Come ta think of it...," his face twists up in thought, "not sure I've ever had bad food." Shrugging, he moves to sit down pulling out his knife and begins to whittle on a piece of wood at a leisurely pace.

After the sun makes its way above the horizon, he hears a screech from afar and stops his whittling. Grinning, he tosses the wood aside and stands and waits with his arms crossed and his foot tapping. A rather well sized bird flies toward him, circling a couple of times before finally landing right next to him. Both dwarf and bird just stare at each other in silence for several moments. Dorn with his stern look and the bird with its blank look until it breaks the silence with a loud screech. "Ha! Ha! Ha! Alright ya overgrown buzzard, ya know I'm only foolin'!" He rubs the top of his head heartily. "Alright, let's ready to move because we're about to be gettin' back on the road. Not sure how some of these caravans make it without us, friend," he leans in close to the roc, "because we do make a heck of a team I'd say," he finishes, winking. The bird once again just stares at him blankly before letting out another cry. "Well, I'm glad you agree." Dorn then gathers his things, preparing to move out.

Residing within Janderhoff, Dorn was always considered a little 'odd'. A lot has to do with the fact while he sports reddish hair with a beard to match, his eyes are a sea blue. A rare sight indeed for a dwarf. But where things really changed for him was during a time when he was fairly young. He lost his father during a giant raid gone bad. The information received on the layout of the camp and its inhabitants was thought to be accurate. For all intents and purposes, it was. But what the dwarven party didn't know was there was one giant that happen to be there that was like no other. A mere few dwarves escaped with their lives. Dorn's father wasn't one of them. Well... it was too be assumed anyway. While the giants moved on after the attack - seeing how it's far simpler to move on than to waste time disposing of dead bodies - his father's body was never found among the dwarven fallen. Dorn's mother was never the same. As the years went by, her condition worsened and she steadily grew more ill to the point it eventually would take the ultimate toll upon her.

Oddly, Dorn never shed a tear for his parents. It is believed Dorn was never the same after the loss of his father; but after the loss of his mother it was believed he had truly lost his mind. Mainly due to the fact it almost "appears" as if he refuses to acknowledge what's happened. But there's also the issue that not long after it he "befriended" a bird of all things. Dwarves - being creatures of the earth - already care little for the sky and the creatures that reside in it so it was difficult for any to believe Dorn hadn't lost his mind.

Some have tried to speak to him about it but for whatever reason it's been to no avail. And no matter what's thought or what has been said of him, Dorn remains as he is and simply carries on.

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Skyreaver:

Skyreaver
Male celestial roc
NG Medium animal
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 25, touch 15, flat-footed 18 (+3 armor, +5 Dex, +7 natural)
hp 10 (3d8)
Fort +2(+3 w/bear focus) (+3base/-1con)
Ref +8(+9 w/tiger focus) (+3base/+5dex)
Will +2 (+1base/+1will)
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +7(+8 w/tiger focus) (1d8+1), 2 talons +7(+8 w/tiger focus) (1d4+1)
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5; SR 8

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Statistics
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Str 13, Dex 20(22 w/tiger aspect), Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 18
Feats Outflank(Bonus), Light Armor Proficiency, Weapon Finesse
Tricks Attack, Attack Any Target, Come, Down, Fetch, Flank, Hunter's tricks(2/day)
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Skills
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Acrobatics +8: (+1rnk/+4dex/+3cs)
Fly +16: (+1rnk/+4dex/+3cs/+8rac) (+17 w/Tiger focus)
Perception +5: (+1rnk/+1wis/+3cs)
Racial Modifiers +8 Fly
SQ Animal focus, attack any target(x2), come, down, fetch, flank, Hunter's trick(aiding attack)
Other Gear Mwk studded leather
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can FLY!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Darkvision (60 feet) You can see in the dark (black and white only).
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.

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Tricks
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Attack Any Target(x2) [Trick] The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come [Trick] The animal comes to you, even if it normally would not do so.
Down [Trick] The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch [Trick] The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Flank [Trick] You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Hunter's Trick (Aiding Attack) (Ex) (2/day) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Dice:

[dice=Bite]1d20+7[/dice]
[dice=Damage]1d8+1[/dice]

[dice=Talons]1d20+7[/dice]
[dice=Damage]1d4+1[/dice]

[dice=Talons]1d20+7[/dice]
[dice=Damage]1d4+1[/dice]

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ANIMAL FOCUS:

As a swift action, gain bonuses from emulated animal(s):

Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.